env_sprite
CSprite defined in Sprite.cpp
|
env_sprite is a point entity available in all
Source games. It creates a sprite in the world. Sprites always face the player.
env_glow for the classname.- On a new round, its properties including its position will intentionally not reset. You can use logic_auto to emulate resetting it.
- Killing it removes it forever, as it is not respawned on a new round.
- It cannot be spawned with a point_template.
.spr/.vmt file extension, so it must be adjusted by hand.
Contents
Flags
Sprite:
- [
1] : Start on
- [
2] : Play Once - Used for animated sprites; texture will animate once, then the sprite will turn off.
Keyvalues
Targetname:
- Name
(targetname)<string> - The targetname that other entities refer to this entity by.
Sprite:
- Sprite Name
(model)<string> - The material to draw.
- Scale
(scale)<float> - Scale multiplier of the sprite.
0.25, but the engine's is 1.0. To synchronise the values, set this keyvalue to something.- Framerate
(framerate)<string> - Rate at which the sprite should animate, if at all.
- Starting Frame
(frame)<float> !FGD - If the sprite is animated, the frame it should start animating on.
- Size of Glow Proxy Geometry
(GlowProxySize)<float> - Size of the glow to be rendered for visibility testing. Any time a sphere of this radius would be visible (poking through any nearby geometry), the glow will be rendered.
DXLevelChoice:
- Minimum DX Level
(mindxlevel)<choices> (removed since
) - The entity will not exist if the engine is running outside the given range of DirectX Versions.
Warning:If these are used, the object may break when the user switches their DirectX settings.
SystemLevelChoice:
- Maximum Effect Details Level
(maxcpulevel)<choices> (in all games since
) - Don't render for players with Effect Details levels that exceed the minimum or maximum.
- 0: Default ("Low" for
mincpulevel, "High" formaxcpulevel) - 1: Low
- 2: Medium
- 3: High
- 0: Default ("Low" for
cpu_level command, the command Effect Details uses.- Maximum Shader Details Level
(maxgpulevel)<choices> (in all games since
) - Don't render for players with Shader Details levels that exceed the minimum or maximum.
- 0: Default ("Low" for
mingpulevel, "Very High" formaxgpulevel) - 1: Low
- 2: Medium
- 3: High
- 4: Very High
- 0: Default ("Low" for
gpu_level command, the command Shader Details uses.RenderFields:
- Render Mode
(rendermode)<choices> - Set a non-standard rendering mode on this entity.
- 0: Normal
- 1: Color
- 2: Texture
- 3: Glow
- 4: Solid/Alphatest
- 5: Additive
- 6: Removed, does nothing
- 7: Additive Fractional Frame
- 8: Alpha Add
- 9: World Space Glow
- 10: Don't Render
- Render FX / Transparency (0 - 255)
(renderamt)<integer> - Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B)
(rendercolor)<color255> - Color tint.
- Disable Receiving Shadows
(disablereceiveshadows)<boolean> - Prevent the entity from receiving shadows on itself.
- Render FX
(renderfx)<choices> - Various somewhat legacy alpha effects.
- 0: None
- 1: Slow Pulse (varies alpha by ±16 over a period of 1.5 s)
- 2: Fast Pulse (varies alpha by ±16 over a period of 0.4 s)
- 3: Slow Wide Pulse (varies alpha by ±64 over a period of 1.5 s)
- 4: Fast Wide Pulse (varies alpha by ±64 over a period of 0.4 s)
- 5: Slow Fade Away (decreases alpha by -1 per frame/(in all games since
) Fades out over 4 s) - 6: Fast Fade Away (decreases alpha by -4 per frame/(in all games since
) Fades out over 1 s) - 7: Slow Become Solid (increases alpha by +1 per frame/(in all games since
) Fades in over 4 s) - 8: Fast Become Solid (increases alpha by +4 per frame/(in all games since
) Fades in over 1 s) - 9: Slow Strobe (transparent 0.8 s, visible 0.8 s, repeat)
- 10: Fast Strobe (transparent 0.2 s, visible 0.2 s, repeat)
- 11: Faster Strobe (transparent 0.09 s, visible 0.09 s, repeat)
- 12: Slow Flicker (transparent 0.18 s, visible 1.5 s, repeat)
- 13: Fast Flicker (transparent 0.14 s, visible 0.2 s, repeat)
- 14: Constant Glow ("NoDissipation;" purpose uncertain—for sprites?) (not in
) - 15: Distort (causes unnatural flickering and position shifting)/(in all games since
) Fade Out (instant; not very useful outside of code) - 16: Hologram (Distort + "distance fade")/(in all games since
) Fade In (instant; not very useful outside of code) - 17: Scale Up ("Explode"/"scale up really big!" causes wild stretching of model parts) (in
)/Fade Wider Pulse (varies alpha by ±255 over a period over a period of 0.26 s) (in all games since
)
Confirm:which branches/games is it available in, and where does it do what? - 18: Glow Shell (purpose unclear) (in all games since
) (not in
)
Confirm:what does this do? and which games is it in? - 19: Clamp Minimum Scale ("keep this sprite from getting very small (SPRITES only!)") (not in
) - 20: Environmental Rain ("for environmental rendermode, make rain") (in
) (not in
)
Confirm:which games? may be nonfunctional. - 21: Environmental Snow ("for environmental rendermode, make snow") (in
) (not in
)
Confirm:which games? may be nonfunctional. - 22: Spotlight FX ("TEST CODE for experimental spotlight") (in
) (not in
) - 23: Ragdoll ("HACKHACK: TEST CODE for signalling death of a ragdoll character;" ragdolls an entity but doesn't kill it) (in
) (not in
)
Confirm:which games? may be nonfunctional? - 24: Fade Wider Pulse (varies alpha by ±255 over a period over a period of 0.26 s) (in
) (not in
) - 25:
kRenderFXMax/Fade Near (removed since
) (not in
)
Todo: what does this do? may be nonfunctional
Inputs
Sprite:
SetScale<float>- Sets Scale.
HideSprite- Makes the sprite invisible.
ShowSprite- Makes sprite visible.
ToggleSprite- Make sprite invisible or visible depending on the current state.
ColorRedValue<float>- Change the intensity of the red channel (0-255).
ColorGreenValue<float>- Change the intensity of the green channel (0-255).
ColorBlueValue<float>- Change the intensity of the blue channel (0-255).
RenderFields:
Alpha<integer 0–255>- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its
rendermodeset to a number other than0.
Color<color255>- Sets an RGB color for the entity.